Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Hands-On Unity  Game Development

You're reading from   Hands-On Unity Game Development Unlock the power of Unity 2023 and build your dream game

Arrow left icon
Product type Paperback
Published in Jan 2024
Publisher Packt
ISBN-13 9781835085714
Length 742 pages
Edition 4th Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Author Profile Icon Nicolas Alejandro Borromeo
Nicolas Alejandro Borromeo
Juan Gabriel Gomila Salas Juan Gabriel Gomila Salas
Author Profile Icon Juan Gabriel Gomila Salas
Juan Gabriel Gomila Salas
Arrow right icon
View More author details
Toc

Table of Contents (28) Chapters Close

Preface 1. Section 1: Getting Started with Unity FREE CHAPTER
2. Embark on Your Unity Journey 3. Crafting Scenes and Game Elements 4. From Blueprint to Reality: Building with Terrain and ProBuilder 5. Seamless Integration: Importing and Integrating Assets 6. Section 2: Mastering Programming and Gameplay Mechanics
7. Unleashing the Power of C# and Visual Scripting 8. Dynamic Motion: Implementing Movement and Spawning 9. Collisions and Health: Detecting Collisions Accurately 10. Victory or Defeat: Win and Lose Conditions 11. Starting Your AI Journey: Building Intelligent Enemies for Your Game 12. Section 3: Elevating Visuals, Effects, and Audio
13. Material Alchemy: Using URP and Shader Graph for Stunning Visuals 14. Captivating Visual Effects: Harnessing Particle Systems and Visual Effect Graph 15. Enlightening Worlds: Illuminating Scenes with the Universal Render Pipeline 16. Immersive Realism: Achieving Fullscreen Effects with Post-Processing 17. Harmonious Soundscapes: Integrating Audio and Music 18. Section 4: Designing User Interfaces, Animations and Advanced Concepts
19. Interface Brilliance: Designing User-Friendly UI 20. Next-Gen UI: Creating Dynamic Interfaces with UI Toolkit 21. Animated Realities: Creating Animations with Animator, Cinemachine, and Timeline 22. Performance Wizardry: Optimizing Your Game with Profiler Tools 23. From Prototype to Executable: Generating and Debugging Your Game 24. AR/VR 25. Massive Worlds: Introduction to DOTS 26. Other Books You May Enjoy
27. Index

Summary

In this chapter, we discussed two different ways to create particle systems: using regular particle systems and VFX Graph. We used them to simulate different fluid phenomena, such as fire, a waterfall, smoke, and rain. The idea is to combine particle systems with meshes to generate all the possible props needed for your scene. Also, as you can imagine, creating these kinds of effects professionally requires you to go deeper.

If you want to dedicate yourself to this (another part of the job of a technical artist), you will need to learn how to create your own particle textures to get the exact look and feel you want, code scripts that control certain aspects of the systems, and several other aspects of particle creation. However, that is outside the scope of the book.

Now that we have some rain in our scene, we can see that the sky and the lighting in the scene don’t really reflect a rainy day, so let’s fix that in the next chapter!

Learn more on...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image